The Loop Dev Video #2
by Alex on Mar.14, 2010, under Flixel
Been working on fleshing out The Loop and am getting there.
New features and changes:
-Sphere/Goal tracking system
-player movement refined
-new gameplay model. Player must collect souls, the amount he collects affects the ending and paths in the game.
-Lots of new tiles and level content
Second FA map I ever released : sdtcps_outpost
by Alex on Mar.12, 2010, under WorkHistory
Found a working copy of the second map I ever did. Had a blast testing this and playing around on it with my old FA clans.
Now if I can only find my first map : ps_CityConflict
First Flixel Game : The Loop 2
by Alex on Feb.17, 2010, under Flixel
I cant even remember exactly how I came across Flixel but I’m glad I did. I just meant to give it a quick look one night when I didnt have anything to do, man did i ever get addicted to Flixel. It’s a great 2D library built on top of Flash/actionscript.
This game represents about 6-7 hours work including learning Flixel, doing all the art, and learning what AS3 I needed to know to learn Flixel. I also used a program called Flan to make the tilemaps used for the levels.
Unfortunately wordpress doesn’t play that well with embedding flash but you can play the game here :
http://mahwebspace.levelism.com/flixel/theloop2/Tixel.html
Otherwise you can see a youtube video of the gameplay:
One interesting thing I didn’t realize was that actionscript can be done completely in a coding environment now and doesn’t require flash or any other paid software. Just the free IDE Flashdevelop!
You can check out Flixel here: http://flixel.org/
You can also check out Flan here : http://forums.tigsource.com/index.php?topic=7574.0
PS_Derailed 2010 update
by Alex on Feb.07, 2010, under Firearms : Source
Well I’ve been working steadily on ps_derailed over the holidays getting it up to visual standard for RC1 release. Most of the updates involves some new and redone brushwork, a fairly major retexture, and a handfull of skybox props made by me and Schmung from the FAS team. Schmung is responsible for the awesome crane model.
e crane which really looks nice as it hangs over the map in a skybox.
Deathning Dev vid #2
by Alex on Jan.23, 2010, under XNA
Here’s an update to the parallaxing background test I was doing before. I added a bullet manager, some collisions and “camera code” to keep the view on the player. I also went out and bought a xbox360 controller so I can start coding for its inputs and it is very nice.
Parallaxing Backgound
by Alex on Dec.22, 2009, under XNA
Made a parallaxing background manager that takes in a vector from something (in this case the player) and alters the background.
I ran into trouble with the math when I wanted to get extremely small parallax scale values.
The art is done by Shea L.
Ps_derailed update
by Alex on Dec.22, 2009, under Firearms : Source
I havent had time to map much lately because of school but the nice thing about being away from a map for so long is your mind keeps subconciously working on it. I had no lack of ideas for this map.
The progressive spawns are completely redone and are moved a bit further away from the center cap point. There is now about 200% more upper level sniper and support spots. There has been a lot of re-texturing to give it a more industrial and unified feel. The texture theme before was a little all over the place. HDR exposure is reduced and the lighing is getting there, it still needs some more incremental changes though.
The shots here show off the redone areas and sniper points over the 3rd cap point. Note that the 3rd cap point goes into the garage and is now much more heavily fortified, it should be easier to defend despite the increase of sniper points focused on it.
Ps_Crossfire update
by Alex on Dec.22, 2009, under Firearms : Source
Crossfire has had a few issues relating to holding flags. Before there was a flag that was fairly difficult to defend because it had roughly 270 degrees of overwatches focused on it.
I’ve moved that flag into a nearby warehouse and opened up a few more paths towards this warehouse. It should be much easier to defend now.
I will probably be doing another update for “the ghetto” flag to make it easier to defend.
I’ve also added a sewer system under the park area, hopefully this will make it easier for blue to hold as well as make it easier for red to cap.
Akumamatata dev video #3 : Game is done
by Alex on Nov.13, 2009, under WorkHistory, XNA
Finished up Akumamatata the other night. This would be the first full library and game I managed to make without having to constantly resort to a book or reference somewhere. I’m finally starting to get a grip on XNA, at least the 2D portion of it.
Over the next while I’ll be doing a handful of 2D projects this time with original content drawn by me and some friends.
Anyways here’s a vid of Akumamatata, no download link of course for obvious reasons
Ps_ForestPass an attempt an outdoor map in the source engine
by Alex on Oct.23, 2009, under Firearms : Source
Here’s a map I’m working on for FAS. It attempts to do an outdoor forest scene in Source which is a little rough.
I learned the value of modulation blend textures from this map, the quality increase from using them on your terrain blends is huge. The tree model is about my 4th attempt at doing an evergreen, I’m still not entirely happy with it but it’s improving every time which is good.

























